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DnD/Class Handbooks/Paladins/Call of Duty - Paladin

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<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 1: <strong>Class</strong>es and Feats<br />

Merseus<br />

“We still need you. Don’t walk into the Light yet.”<br />

Sometimes a warrior has seen too many comrades<br />

fall in battle, and pledges their lives to saving<br />

others. The merseus (MUR-see-us) is a combat<br />

healer called by the same types <strong>of</strong> powers who<br />

recruit paladins. Her goal is to win battles while<br />

preventing the death <strong>of</strong> her allies.<br />

All mersi (MUR-sigh, plural) are paladins,<br />

but may be multiclassed as clerics or fighters.<br />

Mersi can fight like a paladin, and heal<br />

nearly as well as a cleric. Adventurers and<br />

the armies <strong>of</strong> good value their services.<br />

They tend to travel the world in search <strong>of</strong><br />

those who need their skills the most.<br />

Mersi do more than merely heal the<br />

body. They work tirelessly to boost the<br />

morale <strong>of</strong> their allies, as well as their<br />

spiritual health. They are a combination <strong>of</strong><br />

combat medic, paladin and priest.<br />

Adventurers most <strong>of</strong>ten view mersi<br />

as specialized paladins. They fit in well<br />

with paladin orders, and seldom feel<br />

the need to create their own<br />

organizations. Tactically, they work<br />

well as a supporting warrior,<br />

perhaps as a second or third “fighter<br />

type” to round out the group. However, they<br />

are not a replacement for the cleric when it<br />

comes to healing, especially at high levels.<br />

Hit Dice: d10<br />

Requirements<br />

3)<br />

22<br />

Alignment: Lawful good<br />

Feats: Combat Healing (New feat, see page<br />

Lvl Base<br />

Attack<br />

Bonus<br />

Fort<br />

Save<br />

Ref<br />

Save<br />

Will<br />

Save<br />

Skills: Heal 9 ranks, Knowledge (religion) 2<br />

ranks<br />

Special: You must have the paladin’s lay on<br />

hands ability.<br />

Mersi take a vow that is very close to that <strong>of</strong><br />

paladins.<br />

<strong>Class</strong> Skills<br />

The merseus’ class skills are<br />

Concentration (Con), Diplomacy (Cha),<br />

Heal (Wis), Knowledge (nature) (Int),<br />

Pr<strong>of</strong>ession (Herbalism) (Wis), Ride<br />

(Dex).<br />

Skill Points at Each Level: 2 + Int<br />

modifier<br />

<strong>Class</strong> Features<br />

Weapon and armor<br />

pr<strong>of</strong>iciency: Mersi are<br />

pr<strong>of</strong>icient with all<br />

simple and martial<br />

weapons, and<br />

with all types<br />

<strong>of</strong> armor<br />

and<br />

shields.<br />

<strong>Paladin</strong> Abilities:<br />

You gain the paladin’s divine<br />

health ability if you do not have it<br />

already, making you immune to disease.<br />

Code <strong>of</strong> Conduct: Mersi vow to follow the<br />

paladin’s Code <strong>of</strong> Conduct, and pledge to heal<br />

their allies and captured enemies whenever<br />

Special Spells per day<br />

1 2 3 4<br />

1 +1 +2 +0 +2 <strong>Paladin</strong> Abilities, Enhanced Lay on Hands 0 - - -<br />

2 +2 +3 +0 +3 Aura <strong>of</strong> Hope 1 -<br />

3 +3 +3 +1 +3 Purging Hands 1/day 1 0<br />

4 +4 +4 +1 +4 Enhanced Recovery 1 1<br />

5 +5 +4 +1 +4 Aura <strong>of</strong> Life 1 1 0<br />

6 +6 +5 +2 +5 Purging Hands 2/day 1 1 1<br />

7 +7 +5 +2 +5 Heal 2 1 1 0<br />

8 +8 +6 +2 +6 Revive 2 1 1 1<br />

9 +9 +6 +3 +6 Purging Hands 3/day 2 2 1 1<br />

10 +10 +7 +3 +7 Returning Soul 2 2 2 1<br />

Table 1-7, the Merseus

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